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About Rainmaker

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  1. We welcome Romi and Alokin into our ranks. At the moment we are able to take 2 new recruits!
  2. For me personally and other people within my unit we are most excited about what the developers called a "Territory Control Game Mode Prototype" in September 2017 recap. And are really expecting it to come out. The reason why we love this idea so much is because Squad has big open maps, with alot of interesting areas/points of interest on it. But we rarely get to go there let alone fight there on some of the maps. The "Advance and Secure/AAS/PAAS" is represented in other games aswell not just Squad and this game mode forces all players to fight inside or typicaly very near that 100x100 meter Objective/Flag area. That tiny objective which the game forces you to fight for can cause alot of chaos and most often it all boils down to minimalistic tactics of who will bring more people into that tiny spot on the map. Since Squad has big open maps its a shame that these tiny insignificant portions of the map called flags mold gameplay in such a bad way. So, the Territory Control game mode is a very anticipated game mode in which we will practice bigger and better things with our combined arms and firebases. Now what came to my mind is something that would be called a Frontline Game Mode. It would be a dynamic battlefield where possibly not a single battle would be the same. In this game mode there are no flags instead your squads would need to capture territory (or ground), by capturing territory with boots on the ground you form a "frontline". A line which separates Bluefor from Opfor. You decide what locations on the map are tacticaly relevant. The whole battlefield is your playground so to say. This line, or "frontline" forces squads to really work together, with possibilities to fortify areas with Firebases (or how community calls it FOBs), there is possibility to cut enemy territory and cease their supply venues and many more. Video presentation of how this would work: A game mode trully superior to AAS/PAAS game mode and would fit in perfectly in Squad. Also, with Frontline game mode Squad would offer something you can't really find anywhere else.
  3. "Believability" of maps, realism

    Yeah I noticed that in the early days of squad, the pattern of foliage placing on maps to force close fights. But what is most annoying is how much lone wolves can sometimes sneak up on your squad and do heavy damage because of foliage blindfold. OP first light had even lower branches in the past where you couldn't see infront. You are lucky by playing it right now...
  4. [WIP] Sarau Desert (Revamped and reworked) [vanilla]

    Awesome work cannot wait to try this
  5. [WIP] Korengal Valley [Vanilla]

    Mappers take notes Hopefully there will not be a possibility to easily traverse this heavy terrain. But thats not your work CodeRedFox, that needs to be a game mechanic where it doesn't allow us to climb steep slopes/hills. 10/10
  6. "Believability" of maps, realism

    You guys who suggest about making our own game are ridonk, come on now... LOL. Its like coming into a hotel and your room is dirty and a manager tells you to build your own room/hotel to stay in. I am also the one thinking that the game lacks in the map aspect, heavily. And that reflects to gameplay. The best map in the game are Kohat, and the only map that comes close to it is Al-Basrah map. OP First Light and Kokan are decent, but thats it really. Chora is the absolute worst map ever. And the new Belaya on the snow, is absolutely terrible with its road system, it makes absolutely no sense in any way. The only cool aspect of Belaya is its snow environment.
  7. Came back for v10 TAGS/SPAWN opinion

    Completely agreed word to word especially about name tags. Well put together. IFF should be done through comms and experience and name tags should only show up up close an delayed and not through objects.
  8. What is fun to you, may not be fun to others and vice versa. You speak of realism like its not fun? When was that not fun?! I love realistic games, they are perfect environment for teamplay.
  9. Comparing Squad to PR will never stop because the game follows the same principles. It will be the same with Post Scriptum, people will compare it with Squad and even PR aswell. Now is the time to give input to the game as its in development. When it comes out as version 1.0 its too late to give feedback, and probably we will not be interested anymore if the game is not good. I would rather not let "destiny" decide the future of the game and just claim that its going into "right" direction but I want to actively participate in its course of development. The same goes for squad leading, many people give up when they see that they are losing, but most often I choose how to lose. I was squad leading for 1800 hours in Squad, I know every single corner of each map, I know where I can win fights with teamplay, I know and have felt every issue in gameplay as a leader as I have seen it unfold in front of me. Taking that same "knowledge" to PR, it works 1000% more effective than in Squad. The whole concept of PR is based on teamplay and it works. I don't know where did you shoot all your 3 magazines in PR, I usually down everyone in 1 to 3 bullets if they are in the open, with no issues, no lagg and hits are registering right where I expect to hit so I really think you are doing something wrong. About the deviation thing, you are right that it slows down firefights, but its just one of the mechanics that do that, there is more to it, like map design and movement (and more). The deviation also rewards the patient players, in a "tactical" environment a defender should have advantage over the attacker and thats what deviation does. But it completely turns it around in attackers favour if attacker squad uses heavy assets like M203's, GPMGs, AT4's etc. to suppress the defending squad and manuever on them. From all these hundreds of hours of time I put in Squad until now its safe to say that almost all these people are not realising they are actually testing Squad and its mechanics and bugs, they are not players. Also, when you compare to how they play and communicate its like you are trying to lead a brain dead child into combat. Maybe that tells you something aswell What Merlin described in his newest update as where Squad is heading in the future sounds good in regards to team play mechanics. But I am not fully convinced yet, there is ALOT of things to be done yet to use Squads full potential.
  10. Thats because you like to be a super soldier who is unbeatable and not afraid of bullets or dieing. So you don't know the idea behind it. And the bullet spread this is only in the first 1 or 2 seconds, after that the accuracy is dead on point. I never had a problem with hit register. You are probably jonining from far away and have a massive ping. Which is your problem and not games problem.
  11. Is this a joke? Because if it was it made me laugh out loud and thank you for that. While I am a "fan boy" of Squad this I will point out: In squad infantry fights, or firefights last for couple of seconds because of no supressive fire effect, or the way of you you can traverse the ground is highly unrealistic (steep hills for example), or because nobody values his life because he know he can respawn in 20 seconds, or very simple bullet ballistics, or tweaked graphics for better edge over others, or ... I can go on for hours. PR has none of this issues, when you are in PR it feels like you are in a war, that you are that small part of a huge force, you value your teammates and your own life more because it clearly pays off, the effect of suppresive fire to fix and flank is there, the way of the land and how you traverse and position your team members on the land/map matters and pays off. Squad is just about to scratch the surface in regards to firefights if it wants to be on par or wipe the floor with other fps games.
  12. A Little Update from Merlin

    Nice post, really nice news where squad is heading to. Would expect from a person like Merlin to be posting this kind of stuff on the official forum here and not on a site like reddit. Not everyone reads reddit. I am here because of squad not reddit. Hence I am searching the info in regards to squad here, and not on reddit.
  13. Rework "Focus" mode

    I agree with you. Looking through pixels is not the same as looking around in real life. Thats why its necessery to compensate with zoom. Thats why (and simple ballistics) stationary HMGs are almost useless. When in real life they can engage effectively on long range especially M2 fifty. But these arcade kitties can't understand that, and their noise is louder then reason.

    I agree with you in everything except the first sentence, in my opinion PR has better animations, recoil and how the guns behave, and don't forget really important part - maps, PR has hands down better maps! I think all this shinny new technology of UE4 made developers forget how to make good, realistic, immersive maps like in PR. And to be comparing Squads ballistics to PR is comparing apples to oranges because they are a decade apart from each other. But to compare Squad to other modern titles out there you can put it in a basket with arcade shooters when we are talking about ballistics. Thats why I don't consider Squad to be more realistic than PR. Because like you said, and its well said in your post actually PR achieved that slower team gameplay with longer gunfights. Makes the whole thing realistic and very teamplay oriented. Which is what I would really like to see one day in Squad, which got 1 step closer to that with V10.
  15. Ego play - what you do ?

    Tend to ignore your average squad leader because they don't know what they are doing. All they do is swarm into a 50x50 meter square to capture a point like a blob, exposing their flanks and rear.